Reply To: Destroy Armor Abiltiy needs attack penalty

Avatar photoStyxwash

Some times you will face Bandit or Footman group where more than half of them are wielding military picks, on expert that amounts to some times 5-6 military picks. I will try to take screenshots in the future, but it has happened at least 3-4 times last few weeks playing alot.

Sure, good shieldmen can avoid alot of hits and I always keep up shieldwall until my mercs are fatigued, but one hit with a military pick will leave 100-150 chainmails very low, so it only takes one hit to disable a merc.

Fights against most enemy types are considerably easier when you use at 3 military picks and fights against human opponents are that much harder when they randomly decide to bring a bunch of them.

With some more consideration I suppose the military pick isn’t all to bad unspecced, but the Warhammer does crazy armor damage and if you can get your hands on a few of them, I see no reason not to have equally as many Hammermasters.

Again, I would never buy any other 1H T3 weapon aside from Warhammer (and Rondel) because Flailers, Daggers and 2H Swordsmen usually perform alot better. But I do save most of my cash for armor and replacement mercs, so I generally prefer capturing T2-3 weapons. Spear and Mace tactics are fickle and I see no reason to have axes on the frontline after mid-game.

My main concern is still that the standard attack on hammers feel useless. Only reason I ever use it, is later in a battle when most enemies are dead or have damaged armor. Some times maybe to finish of a tough gravely wounded enemy with no armor, late in a round, to prevent it from attacking again. But generally it’s just a waste of fatigue.

I do always carry spare armor, helms and shields + some extra weapons of different types. Buying tools is also a high priority for me.